/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated January 1, 2020. Replaces all prior versions.
 *
 * Copyright (c) 2013-2020, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software
 * or otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
 * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

package com.esotericsoftware.spine.utils;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.esotericsoftware.spine.AnimationState;
import com.esotericsoftware.spine.Skeleton;
import com.esotericsoftware.spine.SkeletonRenderer;

/** A scene2d actor that draws a skeleton. */
public class SkeletonActor extends Actor {
    private SkeletonRenderer renderer;
    private Skeleton skeleton;
    AnimationState state;
    private boolean resetBlendFunction = true;

    /** Creates an uninitialized SkeletonActor. The renderer, skeleton, and animation state must be set before use. */
    public SkeletonActor() {
    }

    public SkeletonActor(SkeletonRenderer renderer, Skeleton skeleton, AnimationState state) {
        this.renderer = renderer;
        this.skeleton = skeleton;
        this.state = state;
    }

    public void act(float delta) {
        state.update(delta);
        state.apply(skeleton);
        super.act(delta);
    }

    public void draw(Batch batch, float parentAlpha) {
        int blendSrc = batch.getBlendSrcFunc(), blendDst = batch.getBlendDstFunc();
        int blendSrcAlpha = batch.getBlendSrcFuncAlpha(), blendDstAlpha = batch.getBlendDstFuncAlpha();

        Color color = skeleton.getColor();
        float oldAlpha = color.a;
        skeleton.getColor().a *= parentAlpha;

        skeleton.setPosition(getX(), getY());
        skeleton.updateWorldTransform();
        renderer.draw(batch, skeleton);

        if (resetBlendFunction)
            batch.setBlendFunctionSeparate(blendSrc, blendDst, blendSrcAlpha, blendDstAlpha);

        color.a = oldAlpha;
    }

    public SkeletonRenderer getRenderer() {
        return renderer;
    }

    public void setRenderer(SkeletonRenderer renderer) {
        this.renderer = renderer;
    }

    public Skeleton getSkeleton() {
        return skeleton;
    }

    public void setSkeleton(Skeleton skeleton) {
        this.skeleton = skeleton;
    }

    public AnimationState getAnimationState() {
        return state;
    }

    public void setAnimationState(AnimationState state) {
        this.state = state;
    }

    public boolean getResetBlendFunction() {
        return resetBlendFunction;
    }

    /** If false, the blend function will be left as whatever {@link SkeletonRenderer#draw(Batch, Skeleton)} set.
     * This can reduce
     * batch flushes in some cases, but means other rendering may need to first set the blend function. Default is true. */
    public void setResetBlendFunction(boolean resetBlendFunction) {
        this.resetBlendFunction = resetBlendFunction;
    }
}
